示例#1
0
        private void ManageDefaultFiles(LBGame lbGame, string gamePath, Folder tree)
        {
            GamePaths gp = (GamePaths)lbGame;

            gp.ApplicationPath = ManageRomPath(lbGame.ApplicationPath, tree.Children[Common.Games]);
            gp.ManualPath      = ManageDefaultFile(lbGame.ManualPath, tree.Children[Common.Manuals], "Manual");
            gp.MusicPath       = ManageDefaultFile(lbGame.MusicPath, tree.Children[Common.Musics], "Music");
            //gp.VideoPath = ManageDefaultFile(lbGame.VideoPath, tree.Children[Common.Videos]);
            //gp.ThemeVideoPath = ManageDefaultFile(lbGame.ThemeVideoPath, tree.Children[Common.]);

            gp.WriteToJson(Path.Combine(gamePath, "DPGame.json"));
        }
示例#2
0
        internal bool MakeDPG(string gamePath, ArchiveMode mode, string archiveLink)
        {
            GamePaths gpX = null;

            // Lecture des fichiers
            if (File.Exists(Path.Combine(gamePath, "DPGame.json")))
            {
                HeTrace.WriteLine("DPG Found");
                gpX = GamePaths.ReadFromJson(Path.Combine(gamePath, "DPGame.json"));
            }
            else if (File.Exists(Path.Combine(gamePath, "EBGame.xml")))
            {
                HeTrace.WriteLine("DPG Missing, work with EBGame");
                gpX = GetMainsInfo(gamePath, "EBGame.xml");
            }
            else if (File.Exists(Path.Combine(gamePath, "TBGame.xml")))
            {
                HeTrace.WriteLine("DPG Missing, work with TBGame");
                gpX = GetMainsInfo(gamePath, "TBGame.xml");
            }
            else if (File.Exists(Path.Combine(gamePath, "NBGame.xml")))
            {
                HeTrace.WriteLine("DPG Missing, work with NBGame");
                gpX = GetMainsInfo(gamePath, "NBGame.xml");
            }

            if (gpX == null)
            {
                throw new Exception("Impossible to continue, no data file available");
            }

            GameDataCont gpC = (GameDataCont)gpX;

            GameDataCompletion(gpC, mode, archiveLink);

            if (gpC.Applications.Count <= 0)
            {
                throw new Exception("No game to inject");
            }

            // Affichage
            IHMStatic.ShowDPG(gpC, gpX, gamePath);

            // Sauvegarde
            gpX.WriteToJson(Path.Combine(gamePath, "DPGame.json"));

            HeTrace.WriteLine("DPG Done");

            return(true);
        }
示例#3
0
        // ---

        /// <summary>
        /// Travail pour un jeu
        /// </summary>
        /// <param name="shGame"></param>
        public void PackMe(ShortGame shGame)
        {
            TempDecision = MemorizedDecision;

            // Verif
            if (shGame == null || string.IsNullOrEmpty(shGame.Id))
            {
                HeTrace.WriteLine("Game property: null");
                return;
            }


            // Dossiers
            string gamePath = Path.Combine(_SystemPath, $"{shGame.ExploitableFileName}");             // New Working Folder

            //Compress_ZipMode(gamePath, shGame.Title);
            // Compress_7ZipMode(gamePath, shGame.Title);
            // Contrôle de collisions pour les dossiers
            if (Directory.Exists(gamePath))
            {
                HeTrace.WriteLine($"Directory Exists '{gamePath}'", this);
                // Demande à l'utilisateur si aucune précédente
                if (MemorizedDecision == E_Decision.None)
                {
                    Application.Current.Dispatcher?.Invoke(() =>
                                                           TempDecision = MBDecision.ShowDial(null, gamePath, LanguageManager.Instance.Lang.Folder_Ex, E_DxConfB.Trash | E_DxConfB.OverWrite));

                    switch (TempDecision)
                    {
                    /*   // Gestion des stops
                     * case E_Decision.Stop:
                     *     HeTrace.WriteLine("Stopped by user", this);
                     *     HeTrace.RemoveLogger("game");
                     *     return;
                     * case E_Decision.StopAll:
                     *     HeTrace.WriteLine("Stopped by user", this);
                     *     HeTrace.RemoveLogger("game");
                     *     throw new OperationCanceledException("Stopped by user");
                     */
                    case E_Decision.OverWriteAll:
                    case E_Decision.TrashAll:
                        MemorizedDecision = TempDecision;
                        break;
                    }

                    switch (TempDecision)
                    {
                    case E_Decision.Trash:
                    case E_Decision.TrashAll:
                        HeTrace.WriteLine($"Trash existing folder: '{gamePath}'", this);
                        OpFolders.Trash(@gamePath);
                        break;
                    }
                }
            }
            // --- On part du principe que tout peut être overwritté à partir de là.

            // Construction de la structure
            var tree = MakeStructure(gamePath);

            // ---

            #region Original Backup Game - Before all modifications
            if (Config.CreateTBGame)
            {
                XML_Games.TrueBackup(_XMLPlatformFile, shGame.Id, gamePath);
            }
            else
            {
                HeTrace.WriteLine("[Run] Original Backup Game disabled");
            }
            #endregion

            #region Backup without paths
            XML_Games.NPBackup(_XMLPlatformFile, shGame.Id, gamePath);

            #endregion

            // Récupération du jeu
            LBGame lbGame = XML_Games.Scrap_LBGame <LBGame>(_XMLPlatformFile, "ID", shGame.Id);

            // Récupération des clones


            HeTrace.WriteLine("Alarms about not managed field are not important except if it's about a path containing datas");
            HeTrace.WriteLine("EBGames and TBGames don't use a class they copy directly from xml to xml");

            #region Creation of the Infos.xml (on ne récupère que ce que l'on veut)
            if (Config.CreateInfos)
            {
                // --- Get game from Launchbox (on a besoin que jusqu'au game info)
                XML_Custom.Make_InfoGame(gamePath, lbGame);
            }
            else
            {
                HeTrace.WriteLine("[Run] Make info disabled", this);
            }
            #endregion


            // --- Récupération des fichiers
            GameDataCont gdC = new GameDataCont(lbGame.Title, lbGame.Platform);

            GetFiles(lbGame, gdC);

            if (PackMe_IHM.LaunchBoxCore_Prev(gamePath, _ZePlatform, gdC) != true)
            {
                throw new Exception("Stopped by user");
            }

            // --- Prepare files;
            PrepareList(gdC.Applications, tree, Config.KeepGameStruct, "Game");
            PrepareList(gdC.CheatCodes, tree, Config.KeepCheatStruct, "CheatCode");
            PrepareList(gdC.Manuals, tree, Config.KeepManualStruct, "Manual");
            PrepareList(gdC.Musics, tree, Config.KeepMusicStruct, "Music");
            PrepareList(gdC.Videos, tree, true, "Video");
            PrepareImages(gdC.Images, tree.Children[Common.Images].Path);

            // --- Copie des fichiers
            CopyFiles(gdC, tree);

            // --- Récapitulatif permettant de rajouter ou lever des fichiers au pack
            if (PackMe_IHM.LaunchBoxCore_Recap(gamePath, _ZePlatform, gdC) != true)
            {
                throw new Exception("Stopped by user");
            }

            // --- GamePaths ---
            GamePaths gpX = MakeGamePaths(lbGame, gdC, tree);


            #region Serialization / improved backup of Launchbox datas (with found medias missing)

            /* - En théorie on est toujours sur du relative path
             * - On a fait un assign sur les dossiers spécifiques
             * - On va récupérer la structure exacte sans aucune interprétation et modifier ce que l'on veut
             *      - Les Paths
             */
            if (Config.CreateEBGame)
            {
                Make_EnhanceBackup(gdC, lbGame, gamePath);
            }
            else
            {
                HeTrace.WriteLine($"[Run] Enhanced Backup Game disabled", this);
            }

            #endregion

            // --- Création d'un fichier conservant les fichiers par défaut définis par l'utilisateur en vue de réutilisation plus tard

            gpX.WriteToJson(Path.Combine(gamePath, "DPGame.json"));


            // --- On complète l'arborescence
            FoncSchem.MakeListFolder(tree.Children[Common.Manuals]);
            FoncSchem.MakeListFolder(tree.Children[Common.Images]);
            FoncSchem.MakeListFolder(tree.Children[Common.Musics]);
            FoncSchem.MakeListFolder(tree.Children[Common.Videos]);

            #region Save Struct
            if (Config.CreateTreeV)
            {
                FoncSchem.MakeStruct(tree, gamePath);
            }
            else
            {
                HeTrace.WriteLine($"[Run] Save Struct disabled", this);
            }
            #endregion

            #region 2020 choix du nom
            string name = PackMe_IHM.AskName(shGame.ExploitableFileName, _SystemPath);


            // Changement de nom du dossier <= Pour le moment ça ne fait que vérifier s'il peut écrire
            //si un dossier a le même nom ça ne pourra pas le renommer
            ushort i = 0;

            string destFolder = Path.Combine(_SystemPath, name);

            if (!gamePath.Equals(destFolder))
            {
                while (i < 10)
                {
                    try
                    {
                        Directory.Move(gamePath, destFolder);
                        HeTrace.WriteLine("Folder successfully renamed");

                        // Attribution du résultat
                        gamePath = destFolder;

                        // Sortie
                        break;
                    }
                    catch (IOException ioe)
                    {
                        HeTrace.WriteLine($"Try {i}: {ioe}");
                        Thread.Sleep(10);
                        i++;
                    }
                }
            }

            gamePath = destFolder;

            #endregion

            #region Compression
            // Zip
            if (Config.ZipCompression)
            {
                Compress_ZipMode(gamePath);
            }
            else
            {
                HeTrace.WriteLine($"[Run] Zip Compression disabled", this);
            }

            // 7zip
            if (Config.SevZipCompression)
            {
                Compress_7ZipMode(gamePath);
            }
            else
            {
                HeTrace.WriteLine($"[Run] 7Zip Compression disabled", this);
            }
            #endregion

            #region suppression du dossier de travail
            if (SafeBoxes.Dispatch_Mbox(this, "Would you want to ERASE the temp folder", "Erase", E_DxButtons.No | E_DxButtons.Yes, optMessage: shGame.ExploitableFileName) == true)
            {
                // Erase the temp folder
                try
                {
                    Directory.SetCurrentDirectory(_WFolder);
                    Directory.Delete(gamePath, true);
                    HeTrace.WriteLine($"[Run] folder {gamePath} erased", this);
                }
                catch (Exception exc)
                {
                    HeTrace.WriteLine($"[Run] Error when Erasing temp folder {gamePath}\n{exc.Message }", this);
                }
            }
            #endregion

            SetStatus(this, new StateArg($"Finished: {lbGame.Title}", CancelFlag));
        }